Gamification of health awareness based on a wake-up time

ABSTRACT

An object is to provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. A game server that manages progress of a breeding game of a virtual life form can provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. The game server includes circuitry configured to acquire a wake-up time of a user; and a update the breeding game in accordance with the acquired wake-up time.

CROSS-REFERENCE TO RELATED APPLICATIONS

This is a Bypass Continuation of National Stage Application based onPCT/JP2019/036821, filed on Sep. 19, 2019, which claims priority toJapanese Patent Application No. 2018-176958, filed on Sep. 21, 2018, theentire contents of each are incorporated herein by its reference.

TECHNICAL FIELD

The present disclosure relates to a game server, a program, a method, agame system, and an information processing terminal.

BACKGROUND

Recently, there are techniques for raising a user's awareness of healthcare by causing the user to continuously check measured healthinformation. For example, PTL 1 describes executing game processing inconjunction with a state related to sleep of a user to cause the user tocontinuously check results of measurement and analysis related to sleep.

[PTL 1] WO 2016/021235

SUMMARY Technical Problem

For the purpose of health care, it is important to continuously practicea well-regulated lifestyle of waking up in the morning and going to bedat night at fixed times of day. Generally, in order to wake up at afixed time of day, an alarm device adopting a mode where an alarmfunction is added to a clock is used. However, with an alarm deviceadopting such a mode, it is difficult to guide a user to awake in asmooth manner and the user is not provided with motivation to wake up inthe morning.

In addition, since the description in PTL 1 is limited to reflectingparameters based on information on sleep itself such as a sleep time anda quality of sleep onto a game, the features described in PTL 1 hardlyprovide motivation to wake up in the morning.

The present disclosure has been made in consideration of the problemsdescribed above and an object thereof is to provide a game server, aprogram, a method, a game system, and an information processing terminalfor managing progress of a breeding game of a virtual life form whichcan provide a user with motivation to enjoy waking up in the morning andguide the user to sufficient awakening by generating a breeding event inthe breeding game when the user wakes up in the morning.

Solution to Problem

In order to achieve the object described above, a game server accordingto the present disclosure is a server that manages progress of abreeding game of a virtual life form, the game server including: anacquiring unit which acquires a wake-up time of a user; and a processingunit which executes processing related to the breeding game inaccordance with the acquired wake-up time.

In addition, in order to achieve the object described above, a programaccording to the present disclosure is a program that manages progressof a breeding game of a virtual life form, the program causing acomputer to function as: an acquiring unit which acquires a wake-up timeof a user; and a processing unit which executes processing related tothe breeding game in accordance with the acquired wake-up time.

Furthermore, in order to achieve the object described above, a methodaccording to the present disclosure is a method of managing progress ofa breeding game of a virtual life form, the method including the stepsof: acquiring a wake-up time of a user; and executing processing relatedto the breeding game in accordance with the acquired wake-up time.

In addition, in order to achieve the object described above, a gamesystem according to the present disclosure is a system in which a gameserver that manages progress of a breeding game of a virtual life formand a user terminal are connected to each other via a network, whereinthe game server includes: an acquiring unit which acquires a wake-uptime of a user; and a processing unit which executes processing relatedto the breeding game in accordance with the acquired wake-up time.

Furthermore, in order to achieve the object described above, aninformation processing terminal according to the present disclosure isan information processing terminal that executes a breeding game of avirtual life form, the information processing terminal including: anacquiring unit which acquires a wake-up time of a user; and a processingunit which executes processing related to the breeding game inaccordance with the acquired wake-up time.

According to the present disclosure, a user can be provided withmotivation to enjoy waking up in the morning and the user can be guidedto sufficient awakening.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a configuration diagram of a game system 1.

FIG. 2 is a functional block diagram showing an example of a functionalconfiguration of a user terminal 100.

FIG. 3 is a functional block diagram showing an example of a functionalconfiguration of a game server 200.

FIG. 4 is a flow chart showing an example of processing in the userterminal 100.

FIG. 5 is a flow chart showing processing in the game server 200.

FIG. 6 is a diagram showing an example of a positive event.

FIG. 7 is a diagram showing an example of a bonus event.

FIG. 8 is a diagram showing an example of a negative event.

FIG. 9 is a flow chart showing a modification of processing in the gameserver 200.

FIG. 10 is a flow chart showing a modification of processing in the gameserver 200.

FIG. 11 is a functional block diagram showing an example of a functionalconfiguration of a user terminal 300.

DETAILED DESCRIPTION

Hereinafter, embodiments of the present disclosure will be describedwith reference to the drawings. In all of the diagrams for explainingthe embodiments, common components will be denoted by same referencesigns and repetitive descriptions will be omitted. It is to beunderstood that the following embodiments do not unduly restrict thecontents of the present disclosure as set forth in the scope of claims.In addition, not all components described in the embodiments areessential components of the present disclosure.

First Embodiment

FIG. 1 is a configuration diagram of a game system 1. A configuration ofthe game system 1 according to the first embodiment will be describedwith reference to FIG. 1 .

The game system 1 includes a user terminal 100 and a game server 200which are connected to be capable of communicating with each other via anetwork NW. The network NW is constituted by a WAN (Wide Area Network),a LAN (Local Area Network), or the like.

While only one user terminal 100 is shown in FIG. 1 , in the presentembodiment, the game system 1 includes a plurality of user terminals 100of which each is provided for each user. The game system according tothe present embodiment provides a user with motivation to enjoy wakingup in the morning and guides the user to sufficient awakening bygenerating a breeding event in a breeding game of a virtual life formwhen the user wakes up in the morning.

The user terminal 100 detects a wake-up time of the user and transmitsthe wake-up time to the game server 200. A wake-up time represents atime of day at which the user awakes and may be, for example, a time ofday at which the user gets out of bed or a time of day at which theuser's consciousness makes a transition from a state of sleep to anawakened state.

The game server 200 is a game server that manages progress of a breedinggame of a virtual life form and provides a game service of breeding avirtual life form in accordance with a request from the user terminal100. For example, the game server 200 delivers a game program to theuser terminal 100 having accessed the game server 200 via the network NWand the game program is executed on the user terminal 100. The userterminal 100 having executed the game program transmits the wake-up timeof the user and the user's input with respect to the breeding game tothe game server 200.

The game server 200 acquires the wake-up time from the user terminal 100and stores the wake-up time as a sleep history. In addition, the gameserver 200 executes processing steps related to the breeding game basedon a wake-up time based on the sleep history and the acquired wake-uptime, and transmits information related to the progress of the breedinggame to the user terminal 100.

As described above, in the present embodiment, the user terminal 100detects a wake-up time of the user and transmits the wake-up time to thegame server 200. In addition, the game server 200 executes processingsteps related to the breeding game based on the wake-up time andtransmits a processing result to the user terminal 100. In other words,due to a breeding game that uses a wake-up time of the user as gameinput, the user can enjoy waking up in the morning and obtain sufficientawakening.

FIG. 2 is a functional block diagram showing an example of a functionalconfiguration of the user terminal 100. Alternatively, the user terminal100 according to the present embodiment may be configured by omitting apart of components (respective units) shown in FIG. 2 .

The user terminal 100 is an information processing apparatus and, in thepresent embodiment, the user terminal 100 is, for example, a smartphone,a feature phone, a tablet computer, a laptop computer, a desktopcomputer, a portable game machine, a stationary game machine, a wearableterminal such as a head-mounted display, or a multifunctional devicesuch as a multifunctional television receiver (a smart television)equipped with an information processing function.

In other words, the user terminal 100 has various functions (forexample, an input function, an output (display) function, an informationprocessing function, a network communication function, a sensorfunction, a call function, and a camera function) which are included ina general multifunctional device.

The network communication function is a function that enablescommunication via the Internet or the like and/or a function thatenables communication via a mobile communication network. The userterminal 100 may be realized by installing a predetermined function inan existing multifunctional device. In the present embodiment, inaddition to being used as the multifunctional device described above,the user terminal 100 is used to detect the wake-up time described aboveand to execute the breeding game described above.

The user terminal 100 includes a communicating unit 110, an input unit120, an output unit 130, a storage unit 140, a sensor unit 150, and aprocessing unit 160.

The communicating unit 110 performs various kinds of control forcommunicating with the game server 200 via the network NW and a functionthereof can be realized by hardware such as various kinds of processorsor a communication ASIC or by a program or the like.

The input unit 120 is an interface for accepting an input from the userand sends the user's input to the processing unit 160. For example, theinput unit 120 can be one or more of a touch panel, a button, amicrophone, and a controller. Alternatively, sensing data having beendetected by the sensor unit 150 to be described later may be used as aninput by the user. The user can perform an input to the breeding gamevia the input unit 120.

The output unit 130 is, for example, a display apparatus such as adisplay and/or an audio output apparatus such as a speaker, and displaysand/or outputs various kinds of images or audio generated by the userterminal 100 in accordance with an input with respect to the input unit120 or displays or outputs various kinds of images or audio based ondata received from the game server 200. The output unit 130 includes anartificial intelligence-mounted speaker (a smart speaker).

In addition, the output unit 130 may include an announcement functionfor prompting the user to wake up using a sound (such as an alarm),light, vibration, or the like. For example, when a set time arrives orthe set time approaches, the output unit 130 may output a call or amotion (vibration) of the virtual life form or output light suggestiveof the virtual life form. Alternatively, the output unit 130 may outputa call of a virtual life form that differs from the virtual life formbeing bred by the user or music related to an item or the like so as tobuild up expectations of the user toward the progress of the game.Accordingly, the user can be motivated to wake up in the morning.

The storage unit 140 is a storage apparatus for storing a program andvarious kinds of data that cause a computer to function. The storageunit 140 may include a temporary storage area or a storage.

The sensor unit 150 represents various kinds of devices that detectvarious states of the user terminal 100. For example, the sensor unit150 can be one or more of an altitude sensor (an acceleration sensor ora gyroscope sensor) that detects an altitude or an inclination of theterminal itself, an eye-gaze sensor that detects a direction of a lineof sight of the user, a photosensor that detects peripheral brightness,and an infrared sensor that detects a motion of the user. Alternatively,or additionally, the sensor unit 150 may be one or more of a microphonethat collects sound in the periphery of the user terminal 100, ahumidity sensor that detects humidity in the periphery of the userterminal 100, a geomagnetic sensor that detects a magnetic field at alocation where the user terminal 100 resides, and the like.

The sensor unit 150 may be configured to detect various kinds ofinformation using the sensor functions described above. For example, thesensor unit 150 may detect the number of steps walked by the user whoowns the user terminal 100 using the function of the accelerationsensor. Using the function of the acceleration sensor, the sensor unit150 may detect motion information indicating whether the user terminal100 is in motion or stationary or the like at regular intervals or everytime the user terminal 100 is operated. In addition, the sensor unit 150may detect the position of the user terminal 100 using a GNSS (GlobalNavigation Satellite System). The sensor unit 150 sends the sensing datadetected as described above to the processing unit 160.

The sensor unit 150 is an information processing terminal (a so-calledwearable terminal) which can be mounted to the user and which isconnected to the user terminal 100 so as to be capable of communicatingwith the user terminal 100 such as a wrist watch-type terminal or aring-type terminal. The center unit 150 may detect biological data ofthe user. For example, the sensor unit 150 determines a heart rate ofthe user by photoplethysmography or the like and sends the heart rate tothe processing unit 160 as sensing data. The sensing data detected bythe sensor unit 150 is not limited to the above and the sensor unit 150may detect biological data related to the user's sleep such asbreathing, pulse, or body motion.

The processing unit 160 executes various kinds of information processingto be executed in the user terminal 100. The processing unit 160 has aCPU (Central Processing Unit) and a memory. In the user terminal 100,the various kinds of information processing described above are executedby having the CPU use the memory to execute an information processingprogram stored in the storage unit 140. In the present embodiment, asthe information processing described above, the processing unit 160executes a processing step of calculating a wake-up time, a processingof presenting the user with information related to the progress of thebreeding game having been received from the game server 200, and thelike. In addition, when the user terminal 100 operates as amultifunctional device, the processing unit 160 executes informationprocessing for realizing the respective functions. Furthermore, theprocessing unit 160 acquires a present time and date using a systemclock.

Based on the sensing data having been sent from the sensor unit 150, theprocessing unit 160 calculates a wake-up time of the user. In addition,the processing unit 160 instructs the communicating unit 110 to transmitthe calculated wake-up time to the game server 200. It should be notedthat the wake-up time may be calculated using a function for analyzingsleep that is included in a general multifunctional device such as thatdescribed above, or the manner in which the wake-up time is calculatedmay be configured by a developer of the breeding game or the like. Forexample, a time at which the user performs an operation to awake thevirtual life form in the breeding game may be set as the wake-up time ora time at which an input to the effect of waking up (for example,stopping an announced alarm) to the user terminal 100 from the user isaccepted may be set as the wake-up time. As the operation to awake thevirtual life form, for example, the virtual life form being displayed ona display may be tapped or the terminal may be shaken. Alternatively, aconfiguration may be adopted in which the processing unit 160 sends thesensing data having been sent from the sensor unit 150 to the gameserver 200 via the communicating unit 110 and the game server 200calculates the wake-up time.

FIG. 3 is a functional block diagram showing an example of a functionalconfiguration of the game server 200. Alternatively, the game server 200according to the present embodiment may be configured by omitting a partof components (respective units) shown in FIG. 3 .

The game server 200 includes a communicating unit 210, an acquiring unit220, a storage unit 230, and a processing unit 240.

The communicating unit 210 performs various kinds of control forcommunicating with the user terminal 100 via the network NW and afunction thereof can be realized by hardware such as various kinds ofprocessors or a communication ASIC or by a program or the like.

The acquiring unit 220 acquires a wake-up time having been received bythe communicating unit 210 from the user terminal 100 and sends thewake-up time to the storage unit 230.

The storage unit 230 is a storage apparatus for storing a program andvarious kinds of data that enable a computer to function. The storageunit 230 includes a wake-up history 231 and game information 232.

The wake-up history 231 stores (accumulates) wake-up times of the useracquired by the acquiring unit 220. The game information 232 storesinformation related to the breeding game of the virtual life form.Alternatively, the storage unit 230 may include a temporary storage areaor a storage. In addition, the storage unit 230 may be configured tostore sensing data having been received by the communicating unit 210from the user terminal 100.

The processing unit 240 executes various kinds of information processingto be executed in the game server 200. The processing unit 240 has a CPUand a memory, and various kinds of information processing are executedby having the CPU use the memory to execute an information processingprogram stored in the storage unit 230. In the present embodiment, asthe information processing described above, the processing unit 240executes processing related to the breeding game based on the wake-uptime stored in the wake-up history 231. In addition, the processing unit240 may execute a processing step related to the breeding game based onvarious kinds of information having been detected by the user terminal100. A processing result related to the breeding game is transmitted tothe user terminal 100. Alternatively, the processing unit 240 mayperform progress processing of the breeding game in accordance with arandom number result that corresponds to the acquired wake-up time.Furthermore, the processing unit 240 acquires a present time and dateusing a system clock.

It should be noted that, in the present embodiment, a “server” is a termthat means, in addition to a single information processing apparatus (inother words, a server apparatus), an entire server apparatus group (inother words, a server system) when a server is constituted by aplurality of server apparatuses. In addition, in the present embodiment,while the game server 200 will be described as an integral construction,the game server 200 may be a construction including a plurality ofserver apparatuses divided according to function and/or role. Forexample, the game server 200 may be a construction including a dataserver that stores a wake-up time acquired from the user terminal 100and a service server that provides a game service based on the wake-uptime. Furthermore, when the game server 200 performs a service ofproviding an item as a part of the game service, the game server 200 maybe a construction including a shop server that provides items andperforms billing.

FIG. 4 is a flow chart showing an example of processing in the userterminal 100. An example of processing by the user terminal 100 will bedescribed with reference to FIG. 4 . The user terminal 100 may use aninput operation by the user to the effect of going to bed as a triggerto start the processing. The input operation by the user to the effectof going to bed may be, for example, an operation of interrupting thebreeding game or an operation of putting the virtual life form to sleep(petting the virtual life form, turning off a light in a virtual spacebeing used by the virtual life form, or the like via the touch panel).In addition, sensing can be constantly executed by the sensor unit 150,in which case the user terminal 100 can detect that the user has gone tosleep based on sensing data (for example, a motion of the terminal orbrightness or audio in the periphery of the terminal). Furthermore, theuser may be prompted to go to bed by showing the virtual life form in adrowsy state or also turning the world inside the game into night as aset time to sleep approaches.

In step S401, the processing unit 160 of the user terminal 100 instructsthe sensor unit 150 to execute sensing. Specifically, the sensor unit150 senses a motion of the user terminal 100 or biological data of theuser such as a heart rate. The processing unit 160 acquires sensing datafrom the sensor unit 150.

In step S402, based on the sensing data having been sent from the sensorunit 150, the processing unit 160 determines whether or not a wake-uptime can be calculated. When the processing unit 160 determines that asufficient amount of sensing data that enables a wake-up time to becalculated has not been acquired (N in step S402), the processingreturns to step S401.

Otherwise (Y in step S402), the processing unit 160 calculates a wake-uptime and the processing is advanced to step S403. For example, theprocessing unit 160 may detect a change in altitude of the user terminal100 based on the sensing data and determine that the user has woken up,and calculate a time at which the change had occurred as the wake-uptime. In addition, for example, the processing unit 160 may detect achange in the heart rate of the user terminal 100 based on the sensingdata and determine that the user has woken up when the change in theheart rate fits a pattern of the heart rate upon wake-up having beenstored in advance, and calculate a time at which the change had occurredas the wake-up time. Alternatively, the processing unit 160 may detectthat a virtual life form being displayed on a display is tapped or theterminal is shaken by the user and determine that the user has woken up,and adopt the detected time as the wake-up time. However, thecalculation of the wake-up time is not limited to these methods andknown calculation methods may be adopted.

In step S403, the processing unit 160 instructs the communicating unit110 to transmit the calculated wake-up time to the game server 200.

In step S404, the communicating unit 110 receives game informationhaving been transmitted from the game server 200 in accordance with thewake-up time transmitted in step S403 and transmits the game informationto the processing unit 160.

In step S405, the processing unit 160 instructs the output unit 130 tooutput the game information received in step S404 and ends theprocessing.

FIG. 5 is a flow chart showing processing in the game server 200. Anexample of processing in the game server 200 will be described withreference to FIG. 5 . In FIG. 5 , the game server 200 uses a receptionof a wake-up time from the user terminal 100 as a trigger to start theprocessing.

In step S501, the acquiring unit 220 of the game server 200 acquires,via the communicating unit 210, a wake-up time of the user having beentransmitted from the user terminal 100 and sends the wake-up time to thestorage unit 230.

In step S502, the storage unit 230 stores the wake-up time in thewake-up history 231 as a wake-up history.

In step S503, the processing unit 240 determines whether or not thewake-up time acquired in step S501 is a morning time slot. The morningtime slot refers to a time at which a person generally becomes activeand an example thereof is from around 6 a.m. to around 9 a.m. While thetime slot may be arbitrarily set by the user or the developer of thegame, the time slot can end at 9 a.m., for example.

Based on the determination on whether or not the wake-up time is themorning time slot, the processing unit 240 determines an event(described in detail in steps S504, S506, and S507) to be generated inthe breeding game. This is due to the following reason. It is generallysaid that human beings have a morning life rhythm and, by waking up inthe morning, the life rhythm is adjusted and a favorable state of healthis maintained. Therefore, in the present embodiment, the user ismotivated to wake up in the morning by causing the game to progress inthe morning time slot. By enjoying the game, the user no longer finds itdifficult to wake up in the morning but, rather, begins to look forwardto waking up in the morning. In addition, by acquiring a morninglifestyle habit, the user can start maintaining good physicalconditions.

When the processing unit 240 determines in step S503 that the wake-uptime is not the morning time slot (N in step S503), in step S504, theprocessing unit 240 performs processing for generating a negative eventin the breeding game and causes a processing result to be stored in thegame information 232 of the storage unit 230. Details of events in thebreeding game will be provided later.

On the other hand, when it is determined that the wake-up time is themorning time slot (Y in step S503), in step S505, the processing unit240 determines whether or not the wake-up time continuously satisfiesthe morning time slot for a predetermined period or longer based on thewake-up history or whether or not the wake-up time matches a designatedtime set in advance. The designated time is, for example, a wake-up timeset by the user and examples thereof include 7 a.m. and 6:30 a.m.Alternatively, the designated time may have a time width (for example,around 10 minutes).

When it is determined that the wake-up time does not satisfy the morningtime slot for a predetermined period or longer based on the wake-uphistory or that the wake-up time is not the designated time set inadvance (N in step S505), in step S506, the processing unit 240 performsprocessing for generating a positive event in the breeding game andcauses a processing result to be stored in the game information 232 ofthe storage unit 230.

On the other hand, when it is determined that the wake-up time satisfiesthe morning time slot for a predetermined period or longer based on thewake-up history or that the wake-up time matches the designated time setin advance (Y in step S505), in step S507, the processing unit 240performs processing for generating a bonus event that differs from apositive event in the breeding game and causes a processing result to bestored in the game information 232 of the storage unit 230.

As the predetermined period, for example, the user may set an arbitrarynumber of days such as three days or a week. By having the user set thepredetermined period for generating a bonus event by himself/herself,the predetermined period can be used as a goal to strive for in terms ofcontinuing a morning life rhythm, and generating a bonus event canimpart a sense of achievement to the user.

In addition, the developer of the game may set the predetermined periodas an internal parameter of the game. The user can stay motivated towardpracticing a morning lifestyle while waiting expectantly for a bonusevent to occur and, by generating the bonus event, a sense of surpriseas well as a sense of satisfaction can be imparted to the user.

In step S508, the processing unit 240 transmits processing in the gameas game information to the user terminal 100 via the communicating unit210 and ends the processing.

When the sensing data or the like acquired from the user terminal 100suggests that, conceivably, a problem has occurred in sensing by theuser terminal 100 such as a wake-up time not being calculated, theprocessing unit 240 may assume a wake-up time based on an amount ofdaytime activity of the user such as the number of steps taken by theuser. For example, when the processing unit 240 determines that aproblem has occurred in sensing by the user terminal 100, the processingunit 240 acquires sensing data related to the amount of activity of theuser from the user terminal 100. In addition, when the amount ofactivity of the user on a given day is an average amount of activity ofthe user, an average wake-up time that is calculated based on a previouswake-up history of the user is assumed. Accordingly, even when a problemoccurs in the calculation of a wake-up time, implementing such a reliefmeasure prevents the breeding game from progressing in a disadvantageousmanner to the user.

In addition, the processing unit 240 may generate a mini-game inaddition to generating the respective events described above. Causingthe user to play the mini-game prevents the user from falling back tosleep. The mini-game requires the user to perform some kind of task. Forexample, as an aspect of the mini-game, a game that requires the user toperform an operation that involves actually moving his/her body ispreferable such as a mini-game for arousing, playing with, or pettingthe virtual life form by shaking the terminal itself or tapping orswiping the display or a mini-game that enables the user to capture thevirtual life form by standing up and taking a predetermined number ofsteps. Accordingly, an effect of reliably waking up the user can beexpected.

Furthermore, the mini-game may be configured to be played within apredetermined time from a time of occurrence of each event. Providing anincentive such as giving points (to be described later) when themini-game is completed can be used as motivation to not fall back tosleep.

FIGS. 6 to 8 are diagrams for explaining examples of events in thebreeding game. Examples of a positive event, a bonus event, and anegative event in the breeding game will now be described with referenceto FIGS. 6 to 8 . The processing unit 240 may be configured to changecontents of each event in accordance with a random number result thatcorresponds to the acquired wake-up time.

FIG. 6 is a diagram showing an example of a positive event. The positiveevent refers to an event for causing the breeding game to progress in anadvantageous manner which occurs when the wake-up time of the user isthe morning time slot. For example, the positive event can be one ormore of an event that enables the virtual life form to grow, an eventfor adding points related to the virtual life form, and an event forgiving items or privileges in the breeding game.

Examples of enabling the virtual life form to grow include, but are notlimited to, making the virtual life form appear larger, making thevirtual life form appear stronger, making the virtual life form morebeautiful or handsome, causing the virtual life form to change from achild to an adult, causing the virtual life form to evolve, and causingthe virtual life form to mature internally.

In addition, the points may be experience points of the virtual lifeform or in-game currency for purchasing items in the game. Based on avalue of the points, a level of the virtual life form may be determinedor various virtual life forms may be introduced. The positive event canprovide the user with an incentive toward waking up in the morning timeslot.

In FIG. 6 , a character A that is a virtual life form acquiresexperience points (which correspond to points) and improves its level(which corresponds to growing) in accordance with the wake-up time ofthe user being the morning time slot. In other words, the character Agrows when the user wakes up in the morning time slot. Accordingly, bypracticing a morning life rhythm, the user can grow the character A andenjoy the breeding game.

FIG. 7 is a diagram showing an example of a bonus event. The bonus eventrefers to an event for causing the breeding game to progress in aparticularly advantageous manner which occurs when the wake-up timestored in the wake-up history is included in the morning time slot for apredetermined period or longer or when the wake-up time is thedesignated time set in advance. Examples of the bonus event include, butare not limited to, an event for facilitating the growth of the virtuallife form, an event for adding points related to the virtual life formas a bonus, and an event for giving items or privileges that cause thebreeding game to progress in an advantageous manner. For example,another aspect of the bonus event is an event in which the characterleaves a new virtual life form with the user for the user to grow. Bygrowing the virtual life form on the character's behalf, the user canreceive a message of gratitude from the character or be awarded pointsor the like.

In addition, the user may be notified of an occurrence of the bonusevent in advance. This can be used as motivation to continuously stickto the reference sleep pattern. Expectations of the user toward anoccurrence of the bonus event can be built up by notifying the user of,for example, an introduction of a new virtual life form, addition ofpoints, or the like on the following Sunday. The bonus event can providethe user with an incentive toward continuously waking up in the morningfor a predetermined period or longer or waking up at the designatedtime. In addition, the bonus event can be generated only within apredetermined time (for example, several minutes such as five minutes)from the designated time to prompt the user to wake up at the designatedtime and enable sufficient awakening.

In FIG. 7 , in accordance with the wake-up time stored in the wake-uphistory being included in the morning time slot for a predeterminedperiod or longer or the wake-up time being the designated time set inadvance, the virtual life form acquires experience points in an amountequal to or greater than an amount acquired by a positive event andimproves its level significantly. In addition, an item (a reward) thatcauses the breeding game to progress in an advantageous manner isawarded. The item is endowed with a special effect such as making thelevel of the virtual life form more easily improved or causing othervirtual life forms to appear when the item is used to put the virtuallife form to sleep.

FIG. 8 is a diagram showing an example of a negative event. The negativeevent refers to an event for causing the breeding game to progress in adisadvantageous manner which occurs when the wake-up time of the user isnot included in the morning time slot. Examples of the negative eventinclude, but are not limited to, stopping the growth of the virtual lifeform, causing the virtual life form to devolve, making the virtual lifeform weaker, and subtracting points related to the virtual life form.For example, as another aspect of the negative event, when the wake-uptime of the user is not included in the morning time slot, a rate ofbreeding may be made slower by making the virtual life form appear to bedrowsy during the day or the like. In other words, when the useroversleeps, growth of the virtual life form is inhibited as long as theuser stays awake. The negative event can cause the user to becomeconscious of waking up in the morning.

In FIG. 8 , the character A that is a virtual life form is unable toacquire experience points and its level is not improved in accordancewith the wake-up time of the user not being included in the morning timeslot. In addition, the character A may be endowed with a special effectcausing the character A to appear out of sorts by consuming(subtracting) points indicating a degree of health or a vitality levelrelated to the character A.

As described above, processing related to the breeding game is executedas shown in, for example, FIGS. 6 to 8 based on a wake-up pattern.

In the breeding game, a degree of difficulty may be set to putting thevirtual life form to sleep. For example, at the start of the breedinggame, a virtual life form of which a degree of difficulty of putting thevirtual life form to sleep is low may be bred and a level of the virtuallife form may be set so as to be readily improvable. Accordingly, thebreeding game can be readily enjoyed and can lead to a well-regulatedlifestyle.

In addition, the degree of difficulty of putting the virtual life formto sleep may be increased as the breeding game progresses. In otherwords, since it becomes difficult to improve the level of the virtuallife form, the user can be made conscious of causing an occurrence of apositive event or a bonus event for improving the level and the user canbe prompted to continue a well-regulated lifestyle.

Furthermore, game characteristics may be enhanced by having the userbreed a plurality of virtual life forms and setting a degree ofdifficulty of putting one of the virtual life forms to sleep so as toaffect a degree of difficulty of putting another virtual life form tosleep. For example, when the user stays up until late at night (in otherwords, past a predetermined time), a virtual life form of which a degreeof difficulty of putting the virtual life form to sleep is high isintroduced and the virtual life form that is being bred is made lesssusceptible to falling asleep (in other words, a degree of difficulty ofputting the virtual life form to sleep is increased). Since theintroduction of a virtual life form of which a degree of difficulty ofputting the virtual life form to sleep is high causes the degree ofdifficulty of putting the virtual life form that is currently being bredto sleep to increase, the user can be made conscious toward going to bedearlier (in other words, before the predetermined time). Accordingly,the user can continuously enjoy the game and, by extension, the user canbe motivated to continue a well-regulated lifestyle.

DESCRIPTION OF ADVANTAGEOUS EFFECT

The game system according to the present embodiment executes processingsteps related to a breeding game in accordance with a wake-up time of auser. Since waking up in the morning leads to breeding a virtual lifeform, the user can stay motivated to practicing a morning lifestylewhile enjoying the breeding game. It is generally said that human beingshave a morning life rhythm and, by waking up in the morning, the liferhythm is adjusted and a favorable state of health is maintained.Therefore, in the present embodiment, the user is motivated to wake upin the morning by causing the game to progress in the morning time slot.By enjoying the game, the user no longer finds it difficult to wake upin the morning but, rather, begins to look forward to waking up in themorning. In other words, the user can be encouraged to acquire a morninglifestyle habit and maintain good physical conditions.

In addition, the game system according to the present embodimentgenerates various events in the breeding game in accordance with thewake-up time. Generating different events enables the user to enjoy thegame without becoming bored and, at the same time, an incentive towardspracticing a morning lifestyle can be imparted to the user.

Modification

In the game system 1, when a time of day at which an input with respectto the breeding game is accepted is a night time slot, processing in thebreeding game that corresponds to the input may be suspended and thesuspended processing step may be executed upon waking up in the morning.By preventing the breeding game from progressing at night, the user canbe prompted to go to bed early, and by executing the processingsuspended at night in the morning, the user can be motivated to wake upin the morning.

FIGS. 9 and 10 are flow charts showing a modification of processing inthe game server 200. The modification of the processing in the gameserver 200 will be described with reference to FIGS. 9 and 10 . In FIG.9 , the game server 200 uses a reception of an input with respect to thebreeding game by the communicating unit 210 from the user terminal 100as a trigger and starts the processing.

In step S901, the acquiring unit 220 of the game server 200 acquires,via the communicating unit 210, the user's input with respect to thebreeding game having been transmitted from the user terminal 100 andsends the input to the processing unit 240.

In step S902, the processing unit 240 determines whether or not the timeof day at which the input had been acquired is a night time slot. Thenight time slot refers to a time at which a person generally ceases tobe active and an example thereof is after 9 p.m. and before 6 a.m. thefollowing morning (in other words, before the morning time slot). Whilethe time slot may be arbitrarily set by the user or the developer of thegame, the time slot is can be set in consideration of a minimum sleeptime in accordance with the user's age and state of health.

When the processing unit 240 determines that the input is not the nighttime slot (N in step S902), in step S903, the processing unit 240executes a processing step that corresponds to the input in the breedinggame. In addition, the processing result is caused to be stored in thegame information 232 of the storage unit 230 and transmitted to the userterminal 100 via the communicating unit 210.

On the other hand, when the processing unit 240 determines that theinput is the night time slot (Y in step S902), in step S904, theprocessing unit 240 suspends processing corresponding to the input inthe breeding game. For example, the processing corresponding to theinput is temporarily stored in the storage unit 230. Subsequently, theprocessing proceeds to step S1001 in FIG. 10 . (In FIG. 10 , processingother than the processing of steps S1004 and S1006 is the same as theprocessing described with reference to FIG. 5 ).

In step S1001 in FIG. 10 , the acquiring unit 220 of the game server 200acquires, via the communicating unit 210, a wake-up time of the userhaving been transmitted from the user terminal 100 and sends the wake-uptime to the storage unit 230.

In step S1002, the storage unit 230 stores the wake-up time in thewake-up history 231 as a wake-up history.

In step S1003, the processing unit 240 determines whether or not thewake-up time acquired in step S1001 is a morning time slot. When theprocessing unit 240 determines that the wake-up time is not the morningtime slot (N in step S1003), in step S1004, the processing unit 240performs processing for presenting the user terminal 100 of the factthat the processing step having been suspended in step S904 in FIG. 9will not be executed.

Next, in step S1005, the processing unit 240 performs processing forgenerating a negative event in the breeding game and causes a processingresult to be stored in the game information 232 of the storage unit 230.

On the other hand, when the processing unit 240 determines that thewake-up time is the morning time slot (Y in step S1003), in step S1006,the processing unit 240 executes the processing step having beensuspended in step S904 in FIG. 9 and causes a processing result to bestored in the game information 232 of the storage unit 230.

In step S1007, the processing unit 240 determines whether or not thewake-up time continuously satisfies the morning time slot for apredetermined period or longer based on the wake-up history or whetheror not the wake-up time matches a designated time set in advance.

When it is determined that the wake-up time does not satisfy the morningtime slot for a predetermined period or longer based on the wake-uphistory or that the wake-up time does not match the designated time setin advance (N in step S1007), in step S1008, the processing unit 240performs processing for generating a positive event in the breeding gameand causes a processing result to be stored in the game information 232of the storage unit 230.

On the other hand, when it is determined that the wake-up time satisfiesthe morning time slot for a predetermined period or longer based on thewake-up history or that the wake-up time matches the designated time setin advance (Y in step S1007), in step S1009, the processing unit 240performs processing for generating a bonus event that differs from apositive event in the breeding game and causes a processing result to bestored in the game information 232 of the storage unit 230.

In step S1010, the processing unit 240 transmits processing in the gameas game information to the user terminal 100 via the communicating unit210 and ends the processing.

As described above, in the game system 1 that represents a modificationof the first embodiment, when a time of day at which an input withrespect to the breeding game is accepted is a night time slot,processing in the breeding game that corresponds to the input issuspended and the suspended processing step is executed upon waking upin the morning. By preventing the breeding game from progressing atnight, the user can be prompted to go to bed early, and by executing theprocessing suspended at night in the morning, the user can be motivatedto wake up in the morning.

Second Embodiment

A user terminal 300 according to a second embodiment executes a gameprogram stored in a storage unit to cause a user to play a breeding gameof a virtual life form based on a wake-up time of the user. Aconfiguration may be adopted in which the game program stored in theuser terminal can be updated via a network or a storage medium.

FIG. 11 is a functional block diagram showing an example of a functionalconfiguration of the user terminal 300. The user terminal 300 accordingto the second embodiment corresponds to an information processingterminal and differs in configuration from the user terminal 100according to the first embodiment (refer to FIG. 2 ) in that the userterminal 300 includes a storage unit 340 and a processing unit 360.However, since other components denoted by same reference signs havecommon functions, repetitive descriptions thereof will be omitted.Alternatively, the user terminal 300 according to the present embodimentmay be configured by omitting a part of components (respective units)shown in FIG. 11 .

The storage unit 340 is a storage apparatus for storing a program andvarious kinds of data that cause a computer to function. The storageunit 340 includes a wake-up history 341 and game information 342.

The wake-up history 341 stores (accumulates) wake-up times of the usercalculated by the processing unit 360 to be described later. The gameinformation 342 stores information related to the breeding game of thevirtual life form. Alternatively, the storage unit 340 may include atemporary storage area or a storage. In addition, the storage unit 340may be configured to store sensing data having been detected by thesensor unit 150.

The processing unit 360 executes various kinds of information processingto be executed in the user terminal 300. The processing unit 360 has aCPU and a memory, and various kinds of information processing areexecuted by having the CPU use the memory to execute an informationprocessing program stored in the storage unit 340. In the presentembodiment, as the information processing described above, theprocessing unit 360 executes a processing step of calculating a wake-uptime and a processing step related to the breeding game based on thewake-up time. In addition, the processing unit 360 may execute aprocessing step related to the breeding game based on various kinds ofinformation having been detected by the sensor unit 150. A processingresult related to the breeding game is output to the output unit 130.Alternatively, the processing unit 360 may perform progress processingof the breeding game in accordance with a random number result thatcorresponds to the calculated wake-up time. Furthermore, the processingunit 360 acquires a present time and date using a system clock.

As described above, the user terminal according to the presentembodiment can provide a breeding game of a virtual life form based on awake-up time of a user. Accordingly, the user can enjoy the breedinggame even in an environment in which the user is unable to connect to agame server via a network.

The embodiments described above can be implemented in various otherforms, and various omissions, replacements, and modifications can bemade without departing from the gist of the disclosure. It is to beunderstood that such embodiments and modifications thereof are includedin the scope and gist of the disclosure and are also included in thedisclosure as set forth in the claims and the equivalents thereof.

In addition, as a program (software means) that can be executed by acomputer, the methods described in the embodiments presented above canbe stored in a storage medium such as magnetic disk (a flexible disk, ahard disk, or the like), an optical disc (a CD-ROM, a DVD, an MO, or thelike), or a semiconductor memory (a ROM, a RAM, a flash memory, or thelike) and can be distributed by being transmitted from a communicationmedium. The program stored in the medium includes a configurationprogram that constructs, inside a computer, software means (alsoincluding tables and data structures in addition to an executableprogram) to be executed by the computer. The computer that realizes thepresent server reads the program stored in the storage medium and, insome cases, constructs the software means using the configurationprogram, and executes the processing steps described earlier by havingthe software means control operations. It should be noted that the term“storage medium” as used in the present specification is not limited tothose intended to be distributed and also includes storage media such asa magnetic disk and a semiconductor memory provided inside the computeror in a device being connected via a network.

What is claimed is:
 1. An information processing apparatus that managesprogress of a breeding game of a virtual life form to be executed on auser terminal, the information processing apparatus comprising:circuitry configured to acquire input information to the user terminaland a wake-up time of a user; update the breeding game based on theacquired input information and wake-up time; store a predetermined timeframe as a first time slot; in response to a determination that theacquired wake-up time is included in the first time slot, generate afirst event in the breeding game; and in response to the determinationthat the acquired wake-up time is continuously included in the firsttime slot for a consecutive predetermined number of days or longer or apredetermined number of times or more, generate a specific event in thebreeding game that differs from the first event in the breeding game. 2.The information processing apparatus according to claim 1, wherein thecircuitry is further configured to store a designated time included inthe first time slot having been registered in advance by an input to theuser terminal, and in response to a determination that the acquiredwake-up time matches the designated time, generate a second event thatdiffers from the first event and the specific event in the breedinggame.
 3. The information processing apparatus according to claim 2,wherein the circuitry is further configured to store the acquiredwake-up time.
 4. The information processing apparatus according to claim3, wherein the circuitry is further configured to acquire a bedtime ofthe user, and in response to a determination that a time of day at whichthe input had been acquired is a time which differs from the first timeslot and which arrives earlier than the first time slot with respect tothe bedtime, suspend processing which corresponds to the input and whichis based on the input.
 5. The information processing apparatus accordingto claim 4, wherein the circuitry is further configured to in responseto a determination that the acquired wake-up time is a time which is notincluded in the first time slot and which arrives later than the firsttime slot with respect to the bedtime, generate an event that is moredisadvantageous to the user as compared to the first event and thesecond event in the breeding game.
 6. The information processingapparatus according to claim 5, wherein the circuitry is furtherconfigured to execute the suspended processing in response to, afteracquiring the input at a time which differs from the first time slot andwhich arrives earlier than the first time slot with respect to thebedtime, a determination that the acquired wake-up time is included inthe first time slot.
 7. A non-transitory computer readable storagemedium including computer program instructions for managing progress ofa breeding game of a virtual life form to be executed on a userterminal, which when executed by an information processing system, causethe system to: acquire input information to the user terminal and awake-up time of a user; update the breeding game in accordance with theacquired input information and wake-up time; storing a predeterminedtime frame as a first time slot; in response to a determination that theacquired wake-up time is included in the first time slot, generating afirst event in the breeding game; and in response to the determinationthat the acquired wake-up time is continuously included in the firsttime slot for a consecutive predetermined number of days or longer or apredetermined number of times or more, generating a specific event inthe breeding game that differs from the first event in the breedinggame.
 8. A method of managing progress of a breeding game of a virtuallife form to be executed on a user terminal, the method comprising thesteps of: acquiring input information to the user terminal and a wake-uptime of a user; updating the breeding game in accordance with theacquired input information and wake-up time; storing a predeterminedtime frame as a first time slot; in response to a determination that theacquired wake-up time is included in the first time slot, generating afirst event in the breeding game; and in response to the determinationthat the acquired wake-up time is continuously included in the firsttime slot for a consecutive predetermined number of days or longer or apredetermined number of times or more, generating a specific event inthe breeding game that differs from the first event in the breedinggame.
 9. The method of claim 8, further comprising: storing a designatedtime included in the first time slot having been registered in advanceby an input to the user terminal, and in response to a determinationthat the acquired wake-up time matches the designated time; generating asecond event that differs from the first event and the specific event inthe breeding game.
 10. The method of claim 9, further comprising:storing the acquired wake-up time.
 11. The method of claim 10, furthercomprising: acquiring a bedtime of the user; and in response to adetermination that a time of day at which the input had been acquired isa time which differs from the first time slot and which arrives earlierthan the first time slot with respect to the bedtime, suspendingprocessing which corresponds to the input and which is based on theinput.
 12. The method of claim 11, further comprising: in response to adetermination that the acquired wake-up time is a time which is notincluded in the first time slot and which arrives later than the firsttime slot with respect to the bedtime, generating an event that is moredisadvantageous to the user as compared to the first event and thesecond event in the breeding game.
 13. The method of claim 12, furthercomprising: executing the suspended processing in response to, afteracquiring the input at a time which differs from the first time slot andwhich arrives earlier than the first time slot with respect to thebedtime, a determination that the acquired wake-up time is included inthe first time slot.
 14. A game system in which a game server thatmanages progress of a breeding game of a virtual life form to beexecuted on a user terminal and the user terminal are connected to eachother via a network, wherein the game server includes: circuitryconfigured to acquire input information to the user terminal and awake-up time of a user; update the breeding game in accordance with theacquired input information and wake-up time; store a predetermined timeframe as a first time slot; in response to a determination that theacquired wake-up time is included in the first time slot, generate afirst event in the breeding game; and in response to the determinationthat the acquired wake-up time is continuously included in the firsttime slot for a consecutive predetermined number of days or longer or apredetermined number of times or more, generate a specific event in thebreeding game that differs from the first event in the breeding game.15. An information processing terminal that executes a breeding game ofa virtual life form to be executed on a user terminal, the informationprocessing terminal comprising: circuitry configured to acquire inputinformation to the user terminal and a wake-up time of a user; updatethe breeding game in accordance with the acquired input information andwake-up time; store a predetermined time frame as a first time slot; inresponse to a determination that the acquired wake-up time is includedin the first time slot, generate a first event in the breeding game; andin response to the determination that the acquired wake-up time iscontinuously included in the first time slot for a consecutivepredetermined number of days or longer or a predetermined number oftimes or more, generate a specific event in the breeding game thatdiffers from the first event in the breeding game.